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2011-03-17BGE PhysicsConstraints.exportBulletFile improvement: also export the object ↵Erwin Coumans
names to .bullet files.
2011-03-12update Bullet physics sdk to latest trunk/version 2.78Erwin Coumans
add PhysicsConstraints.exportBulletFile(char* fileName) python command I'll be checking the bf-committers mailing list, in case this commit broke stuff scons needs to be updated, I'll do that in a second.
2011-03-09image.depth, 96/128 for float color images, was 24/32 for byte images.Campbell Barton
also use <> for system includes
2011-03-07BGE internal cosmetic changes - Replacing hardcoded values with new definesDalai Felinto
--------------------------------------------------------------------------- The Rasterizer code was relying in the values defined on TF_ DNA files. I'm working in the recode of TexFace, bringing the options to the material panel and ran into those cases. They are hard to spot and add a lot of the "magic" effect to the code. Hardcoded values are at least easy to spot. We (still) have a few defines duplicated, relying on each other (a flag previously defined in the code is checked later on but using a different define (although with same value. (e.g. TF_BMFONT and RAS_RENDER_3DPOLYGON_TEXT). It's hell =) I'm adding some comments to help on that. Things will be revamped anyways, but it's nice to keep the code a bit more coherent before the real feature commit. That's all, thanks for listening.
2011-03-03fix for own error made r35267.Campbell Barton
2011-02-28change return values from mathutils callbacks to match pythons (-1 is ↵Campbell Barton
error), so error macro's can be used in both.
2011-02-27- use Py_CLEAR for python internally referencing other PyObjects (supposed ↵Campbell Barton
to be safer). - detect includes for qtcreator projects as well as the ones from cmake (it didnt return all of the right paths).
2011-02-27cyclic gc support for KX_PythonSeqCampbell Barton
2011-02-25doxygen: gameengine/Ketsji tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-02-22doxygen: BGE Network, Physics, RasterizerNathan Letwory
2011-02-22doxygen: entries for blenderroutines, converter, expressions, gamelogic, ↵Nathan Letwory
gameplayer, ketsji
2011-02-22Bugfix #25803 (LibLoad'ed scene objects don't have timer property updated)Mitchell Stokes
The KX_Scenes' SCA_TimeEventManagers were not being merged. These handle the timer prop
2011-02-22Fix for bug #25804 (LibLoad'ed scene objects material CRASH when doing ↵Mitchell Stokes
mat.getShader()) X_Material's mScene member variable wasn't properly set on merge if it didn't have an mBlenderShader defined. This patch always makes sure it gets set on merge.
2011-02-16BGE: Action and ShapeKey Actuator PingPong playmode.Dalai Felinto
I have no idea why this hasn't been implemented before (the DEFINES were even there already). But since the Ipo (Fcurve) Actuator supports it I don't see why Action and ShapeKey shouldn't. More than a new feature or a bugfix this is actually a step forward into unifying them.
2011-02-12Fixing a recounting bug so KX_Scene.pre_draw.append() and ↵Mitchell Stokes
KX_Scene.post_draw.append() work.
2011-02-11BGE: frame start/end in action/fcurves/shapekey to support floatsDalai Felinto
after discussion over the mailing-list it seems that it really makes no sense to restrict that. Specially since we have the "Property" playback mode that usually will be a float. Since there is no need for do_version or whatoever I don't see a problem. Any Thoughts? Maube to allow it only through the Python API?
2011-01-30remove nan-makefilesCampbell Barton
2011-01-27[#25815] Patch gcc 4.6Campbell Barton
with minor edits, made sure it works in CMake too.
2011-01-23BGE: support modifiers without mapping to original mesh both graphically and ↵Benoit Bolsee
physically, fixes bug #24942 and #25286. Support for physics is done by skiping the modifiers that don't support mapping to original mesh. This mapping is required to report the hit polygon to the application by the rayCast() function. Support for graphics is done by using the same render function that blender uses for the 3D view. This guantees equal result. Limitation: there is still a known bug if all these conditions are met: - Display list enabled - Old tex face with a several textures mapped to the same material - no armature or shape keys - active modifiers In this case, only a part of the mesh will be rendered with the wrong texture. To avoid this bug, use the GLSL materials or make sure to have 1 material=1 texture in your old tex face objects.
2011-01-19BGE BugFix [#25711]render.setBackgroundColor() does not work:Dalai Felinto
Since rev.2 (hans ftw) we have a strange situation where horizon color was being used at Convert time for the WorldInfo background color (and for the fog). However through the Python API only the Rasterizer background color was being updated. On top of that the KX_KetsjiEngine.cpp::SetBackGround was using the WorldInfo bgcolor when render mode was the potato one (TEXTURED). Bottomline, when in potato mode the glClearColor used was the original one in worldinfo, not the API updated one in Rasterized.
2011-01-18bad spelling; 'indicies' --> 'indices'Campbell Barton
2011-01-07- cmake use execute_process, exec_program is deprecated.Campbell Barton
- game engine builds without python again.
2011-01-06bugfix [#25488] Game engine crash when try to run after blender app startCampbell Barton
- also found other places where utf8 isnt ensured. - remove duplicate NULL checks in object_edit.c
2011-01-05BGE: Font Object support to animated (object) colorsDalai Felinto
implemented the support for animated colors and a workaround for non animated colors. To be cleaned if/when this bug is fixed: [#25487] BGE: Object Color only works when it has a keyed frame * also increased the size of the text. Now it supports 280 (or 140 unicode) chars.
2010-12-23rename blenderlib to blender_add_libCampbell Barton
2010-12-17minor warnings removed.Campbell Barton
2010-12-17BGE Font: increasing the limit of the text object to 140Dalai Felinto
2010-12-16SVN maintenance.Guillermo S. Romero
Plus some typo fixes in comments.
2010-12-16Patch:[#25163] BGE support for Blender Font objects - unicode supportDalai Felinto
Problem/Bug: ------------ There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :) You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/ Functionality Explanation: -------------------------- This patch converts the Blender Font Objects to a new BGE type: KX_FontObject This object inherits KX_GameObject.cpp and has the following properties: - text (the text of the object) - size (taken from the Blender object, usually is 1.0) - resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have) The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data. Known problems/limitations/ToDo: -------------------------------- 1) support for packed font and the <builtin> 2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF) 3) investigate some glitches I see some times 4) support for multiline 5) support for more Blender Font Object options (text aligment, text boxes, ...) [1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>. [2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic) [3] I think this may be related to the resolution we are drawing the font [4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF. So instead of: BLF_draw(fontid, (char *)text, strlen(text)); We would do: MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height); [5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem. Code Explanation: ----------------- The patch should be simple to read. They are three may parts: 1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts 2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine. 3) KX_FontObject.cpp:: a) constructor: load the font of the object, and store other values. b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools 4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API *) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added. Acknowledgements: ---------------- Thanks Benoit for the review and adjustment suggestions. Thanks Diego for the BFL expertise, patches and support (Latin community ftw) Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;)
2010-12-09renaming blf_api.h to blf_py_api.hDalai Felinto
In windows this was producing Linking dependence errors because we have BLF_api.h in the /blenfont/ and blf_api.h in /python/generic/. It doesn't produces crash out of the box but I was trying to link both "api" files to the same project (Ketjsi folder). For the linking order was determining what header to use. A workaround is to "include" the file using some ../../ relative folder. But renaming it is less error prone. Probably Ketsji folder shouldn't link to BLF_api.h anyways, but this is something I will look better later before another commit. In the mean time it's not a good idea to have 2 api files with the same name (for non case-sensitive systems).
2010-12-08use lowercase for cmake builtin names and macros, remove contents in else() ↵Campbell Barton
and endif() which is no longer needed.
2010-12-08BGE BugFix: [#24052] Can't change dynamic object's orientation using python ↵Dalai Felinto
(fix by Benoit) from the tracker: """The required functionality is provided by the localOrientation property: setting this value will change the dynamic object orientation. This is because dynamic object have no parent and thus the local and world orientation are identical. However, setting worldOrientation will only change the scenegraph node, which has no effect as the physics controller will reset the orientation on next physics synchronization."""
2010-12-07BGE BugFix: [#21246] Some values for ipoactuator.frameEnd and frameStart ↵Dalai Felinto
make ipo not play the first time This is a bug as old as the ability to change the actuator values through Python. For the records: although Blender supports floats as frame values BGE doesn't. It could but it doesn't. So only integers (longs) will be valid start/end frames.
2010-12-06bugfix [#24967] bge.KX_GameObject.worldAngularVelocity does not work, breaks ↵Campbell Barton
mathutils somehow - Exceptions from reading vector values in the game engine where not being caught. - Also wrote specific KX_GameObject exceptions, without these the errors are quite confusing.
2010-12-03- added GCC warning -Wstrict-prototypesCampbell Barton
- fixed bug in paste material, exposed by stricter warnings. - removed/renamed various shadowed vars. - removed BGE lamp.colour, only allow lamp.color attribute.
2010-12-01bugfix [#23423] Multi-window : closing game windows cause blender crashCampbell Barton
detect closing window while the BGE runs and exit without crashing, as if Esc was pressed.
2010-11-30Add option for CMake to build libredcode, also use CODEC prefix for ffmpeg, ↵Campbell Barton
quicktime & sndfile options.
2010-11-29fix for error when changing DISBALE_PYTHON -> WITH_PYTHON,Campbell Barton
This define wasn't set in some parts of the BGE causing problems with the view matrix. in CMake define for the entire BGE fixes this.
2010-11-29include headers in cmake source, added a script to check for consistency, ↵Campbell Barton
reporting missing headers & C files. this is important so IDE's using CMake integration always get blender headers. - QtCreator & MSVC for eg, probably others too.
2010-11-26BGE Bugfix: [#24926] Sensor 'Radar' les axes X+ et Y+ ont été inversé. ↵Dalai Felinto
(oui, a french bug report :) we were using SENSOR_RAY for the radar sensor axis. However the Ray axis is inverted (God knows why) so I created a set of defines only for radar sensor. Also I thought it was a good idea to replace some hardcoded values in Radar and Ray codes by their defines in DNA_sensor_types.h (similar to what Benoit did for Armature Sensor, so I see no problem on that).
2010-11-24Reverting revision 33120, which added vram monitoring. The method used had ↵Mitchell Stokes
some problems (especially in the freeing function). I will research an alternative solution and submit it to the tracker.
2010-11-21Changing KX_Camera.perspective didn't actually change the camera's ↵Mitchell Stokes
perspective because the camera's matrix was cached. The setter for KX_Camera.perspective now invalidates the camera's matrix so it's recomputed with the change.
2010-11-19Fixing a crash when dynamically loading a scene that contains a bone parent.Mitchell Stokes
2010-11-18rename libs internal libs for CMake + SCons (used in MSVC project files)Campbell Barton
for game engine use "ge_" prefix & make names generally more descriptive.
2010-11-17Adding monitoring for (approximate) VRAM used by textures. The information ↵Mitchell Stokes
is currently only used in the profiling data of the BGE. Here is a image of it in action: http://www.pasteall.org/pic/show.php?id=6351 What it monitors: * VRAM used by textures created via bf_gpu and BL_Textures What it does not monitor: * VRAM used by the Blender ui * VRAM used by 2d filters * VRAM allocated by the user via KX_Scene.pre_draw and KX_Scene.pre_draw
2010-11-16patch #24737] PyCObject depreciated in py3k [patch]Campbell Barton
from Dan Eicher (dna), use PyCapsule rather then PyCObject
2010-10-31rename and negate DISABLE_PYTHON --> WITH_PYTHONCampbell Barton
2010-10-31building the BGE without bullet works again.Campbell Barton
2010-10-30Build fix by Mike SDaniel Salazar